Couple things

Made the config.sqf all pretty :)

Initialize "DMS_Mission_Arr" in preinit

Create DMS_RemoveMarkers

TODO: Create explanation for static missions
This commit is contained in:
eraser1 2015-08-28 11:37:23 -05:00
parent 1f8411f63f
commit 74189269ee
5 changed files with 334 additions and 51 deletions

View File

@ -3,9 +3,10 @@
https://github.com/nerdalertdk/WICKED-AI
Created by eraser1
[_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask;
*/
DMS_DEBUG = false;
DMS_DEBUG = false;
/* Mission System Settings */
DMS_DynamicMission = true; // Enable/disable dynamic mission system
@ -18,6 +19,8 @@
DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
DMS_CompletedMissionCleanupTime = 3600; // How long until mission-spawned buildings and AI are cleaned up
@ -55,7 +58,14 @@
/* AI Settings */
DMS_ai_wep_accessories = ["acc_pointer_IR","acc_flashlight"];
DMS_ai_wep_suppressors = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
DMS_ai_wep_suppressors = [
"muzzle_snds_H",
"muzzle_snds_L",
"muzzle_snds_M",
"muzzle_snds_B",
"muzzle_snds_H_MG",
"muzzle_snds_acp"
];
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
@ -81,40 +91,228 @@
DMS_ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
DMS_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // Static weapons for AI
DMS_assault_weps = ["arifle_Katiba_GL_F","arifle_MX_GL_Black_F","arifle_Mk20_GL_F","arifle_TRG21_GL_F","arifle_Katiba_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_Mk20_plain_F","arifle_Mk20_F"]; // Assault
DMS_assault_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_assault_scopes = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
DMS_assault_scope_chance = 0.75; // Percentage chance that assault AI will get a scope on their weapon
DMS_assault_weps = [ // Assault Rifles
"arifle_Katiba_GL_F",
"arifle_MX_GL_Black_F",
"arifle_Mk20_GL_F",
"arifle_TRG21_GL_F",
"arifle_Katiba_F",
"arifle_MX_Black_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_Mk20_plain_F",
"arifle_Mk20_F"
];
DMS_assault_pistols = [ // Pistols for Assault Class
"hgun_PDW2000_F",
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_assault_optics = [ // Optics for Assault Class
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_DMS"
];
DMS_assault_scope_chance = 0.75; // Percentage chance that Assault class AI will get an optic on their weapons
DMS_assault_items = ["ItemGPS"];
DMS_assault_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_assault_clothes = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"];
DMS_assault_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl"];
DMS_assault_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
DMS_assault_helmets = [ // Helmets for Assault Class
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_assault_clothes = [ // Uniforms for Assault Class
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
"U_B_Wetsuit",
"U_BG_Guerilla3_1",
"U_BG_Guerilla2_3",
"U_BG_Guerilla2_2",
"U_BG_Guerilla1_1",
"U_BG_Guerrilla_6_1",
"U_IG_Guerilla3_2",
"U_B_SpecopsUniform_sgg",
"U_I_OfficerUniform",
"U_B_CTRG_3",
"U_I_G_resistanceLeader_F"
];
DMS_assault_vests = [ // Vests for Assault Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl"
];
DMS_assault_backpacks = [ // Backpacks for Assault Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_FieldPack_oucamo",
"B_FieldPack_cbr",
"B_Bergen_blk"
];
DMS_MG_weps = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // LMGs
DMS_MG_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_MG_scopes = ["optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO"];
DMS_MG_scope_chance = 0.5; // Percentage chance that MG AI will get a scope on their weapon
DMS_MG_weps = [ // Machine Guns
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
"MMG_01_hex_F"
];
DMS_MG_pistols = [ // Pistols for MG Class
"hgun_PDW2000_F",
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_MG_optics = [ // Optics for MG Class
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO"
];
DMS_MG_scope_chance = 0.5; // Percentage chance that MG Class AI will get an optic on their weapons
DMS_MG_items = ["ItemWatch","ItemMap","ItemCompass","Binocular"];
DMS_MG_helmets = ["H_PilotHelmetHeli_I","H_PilotHelmetHeli_O","H_PilotHelmetFighter_I","H_PilotHelmetFighter_O","H_HelmetCrew_O","H_CrewHelmetHeli_I","H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_MG_clothes = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"];
DMS_MG_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl","V_HarnessO_brn","V_HarnessO_gry"];
DMS_MG_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
DMS_MG_helmets = [ // Helmets for MG Class
"H_PilotHelmetHeli_I",
"H_PilotHelmetHeli_O",
"H_PilotHelmetFighter_I",
"H_PilotHelmetFighter_O",
"H_HelmetCrew_O",
"H_CrewHelmetHeli_I",
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_MG_clothes = [ // Uniforms for MG Class
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
"U_B_Wetsuit",
"U_BG_Guerilla3_1",
"U_BG_Guerilla2_3",
"U_BG_Guerilla2_2",
"U_BG_Guerilla1_1",
"U_BG_Guerrilla_6_1",
"U_IG_Guerilla3_2",
"U_B_SpecopsUniform_sgg",
"U_I_OfficerUniform",
"U_B_CTRG_3",
"U_I_G_resistanceLeader_F"
];
DMS_MG_vests = [ // Vests for MG Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl",
"V_HarnessO_brn",
"V_HarnessO_gry"
];
DMS_MG_backpacks = [ // Backpacks for MG Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
DMS_sniper_weps = ["srifle_EBR_F","srifle_DMR_01_F","srifle_GM6_F","srifle_LRR_F","arifle_MXM_F","arifle_MXM_Black_F","srifle_DMR_02_F"]; // Sniper rifles
DMS_sniper_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_sniper_scopes = ["optic_SOS","optic_DMS","optic_LRPS"];
DMS_sniper_scope_chance = 1; // Percentage chance that sniper AI will get a scope on their weapon
DMS_sniper_weps = [ // Sniper Rifles
"srifle_EBR_F",
"srifle_DMR_01_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_F",
"arifle_MXM_Black_F",
"srifle_DMR_02_F"
];
DMS_sniper_pistols = [ // Pistols for Sniper Class
"hgun_PDW2000_F",
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_sniper_optics = [ // Optics for Sniper Class
"optic_SOS",
"optic_DMS",
"optic_LRPS"
];
DMS_sniper_scope_chance = 1; // Percentage chance that Sniper Class AI will get an optic on their weapons
DMS_sniper_items = ["Rangefinder","ItemGPS"];
DMS_sniper_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_sniper_clothes = ["U_O_GhillieSuit","U_B_FullGhillie_ard","U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_GhillieSuit","U_I_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_GhillieSuit","U_O_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard"];
DMS_sniper_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl","V_HarnessO_brn","V_HarnessO_gry"];
DMS_sniper_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
DMS_random_AI = ["assault","assault","assault","sniper","machine"]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
DMS_sniper_helmets = [ // Helmets for Sniper Class
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_sniper_clothes = [ // Uniforms for Sniper Class
"U_O_GhillieSuit",
"U_B_FullGhillie_ard",
"U_B_FullGhillie_lsh",
"U_B_FullGhillie_sard",
"U_B_GhillieSuit",
"U_I_FullGhillie_ard",
"U_I_FullGhillie_lsh",
"U_I_FullGhillie_sard",
"U_I_GhillieSuit",
"U_O_FullGhillie_ard",
"U_O_FullGhillie_lsh",
"U_O_FullGhillie_sard"
];
DMS_sniper_vests = [ // Vests for Sniper Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl",
"V_HarnessO_brn",
"V_HarnessO_gry"
];
DMS_sniper_backpacks = [ // Backpacks for Sniper Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper
"assault",
"assault",
"assault",
"machine",
"sniper"
];
DMS_AI_wep_launchers = ["Exile_Melee_Axe"];
/* AI Settings */
/* Loot Settings */
DMS_BoxWeapons = [ //List of weapons that can potentially spawn in a crate
"Exile_Melee_Axe",
@ -179,23 +377,62 @@
"B_Bergen_blk"
];
DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
DMS_RareLootList = ["Exile_Item_SafeKit","Exile_Item_CodeLock"]; // List of rare loot to spawn
DMS_RareLootChance = 0.1; // Chance to spawn rare loot in any crate | Default: 10%
DMS_RareLootList = [ // List of rare loot to spawn
"Exile_Item_SafeKit",
"Exile_Item_CodeLock"
];
DMS_RareLootChance = 0.1; // Chance to spawn rare loot in any crate | Default: 10%
// Vehicles
DMS_ArmedVehicles = ["Exile_Car_Offroad_Armed_Guerilla01"];
DMS_RefuelTrucks = ["Exile_Car_Van_Fuel_Black","Exile_Car_Van_Fuel_White","Exile_Car_Van_Fuel_Red","Exile_Car_Van_Fuel_Guerilla01","Exile_Car_Van_Fuel_Guerilla02","Exile_Car_Van_Fuel_Guerilla03"];
DMS_TransportTrucks = ["Exile_Car_Van_Guerilla01","Exile_Car_Van_Black"];
DMS_TransportHelis = ["Exile_Chopper_Hummingbird_Green","Exile_Chopper_Orca_BlackCustom","Exile_Chopper_Mohawk_FIA","Exile_Chopper_Huron_Black","Exile_Chopper_Hellcat_Green","Exile_Chopper_Taru_Transport_Black"];
DMS_MilitaryVehicles = ["Exile_Car_Strider","Exile_Car_Hunter","Exile_Car_Ifrit"];
DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
"Exile_Car_Offroad_Armed_Guerilla01"
];
DMS_MilitaryVehicles = [ // List of military vehicles that can spawn
"Exile_Car_Strider",
"Exile_Car_Hunter",
"Exile_Car_Ifrit"
];
DMS_CivilianVehicles = ["Exile_Car_Hatchback_Rusty1","Exile_Car_Hatchback_Rusty2","Exile_Car_Hatchback_Sport_Red","Exile_Car_SUV_Red","Exile_Car_Offroad_Rusty2","Exile_Bike_QuadBike_Fia"];
DMS_TransportTrucks = [ // List of transport trucks that can spawn
"Exile_Car_Van_Guerilla01",
"Exile_Car_Van_Black"
];
DMS_RefuelTrucks = [ // List of refuel trucks that can spawn
"Exile_Car_Van_Fuel_Black",
"Exile_Car_Van_Fuel_White",
"Exile_Car_Van_Fuel_Red",
"Exile_Car_Van_Fuel_Guerilla01",
"Exile_Car_Van_Fuel_Guerilla02",
"Exile_Car_Van_Fuel_Guerilla03"
];
DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
"Exile_Car_SUV_Red",
"Exile_Car_Hatchback_Rusty1",
"Exile_Car_Hatchback_Rusty2",
"Exile_Car_Hatchback_Sport_Red",
"Exile_Car_SUV_Red",
"Exile_Car_Offroad_Rusty2",
"Exile_Bike_QuadBike_Fia"
];
DMS_TransportHelis = [ // List of transport helis that can spawn
"Exile_Chopper_Hummingbird_Green",
"Exile_Chopper_Orca_BlackCustom",
"Exile_Chopper_Mohawk_FIA",
"Exile_Chopper_Huron_Black",
"Exile_Chopper_Hellcat_Green",
"Exile_Chopper_Taru_Transport_Black"
];
/* Loot Settings */
// Debug Overwrites
if(DMS_DEBUG) then {
DMS_TimeBetweenMissions = [60,60];
DMS_MissionTimeOut = [300,300];
};
// Debug Overwrites
if(DMS_DEBUG) then {
DMS_TimeBetweenMissions = [60,60];
DMS_MissionTimeOut = [300,300];
};

View File

@ -1,7 +1,12 @@
// Loads compiles
// Made by Defent for Defents Mission System
// And for Numenadayz.com
// Rewritten by eraser1
/*
Launches mission functions
Made for Defent for Defents Mission System
And for Numenadayz.com
Written by eraser1
[_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask;
*/
//Load config
#include "config.sqf";
@ -14,7 +19,7 @@ EAST setFriend[WEST,0];
WEST setFriend[EAST,0];
if(DMS_StaticMission) then {
call compileFinal preprocessFileLineNumbers "\x\addons\dms\static\init.sqf";
call compileFinal preprocessFileLineNumbers "\x\addons\dms\static\static_init.sqf";//<---- TODO
};
if (DMS_DynamicMission) then {

View File

@ -3,9 +3,10 @@
Written by eraser1 (trainwreckdayz.com)
*/
// Initialize "DMS_Mission_Arr"
DMS_Mission_Arr = [];
// compiles
/* compiles
DMS_CreateMarker = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\DMS_CreateMarker.sqf";
DMS_spawnAI = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\DMS_spawnAI.sqf";
DMS_selectMission = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\DMS_selectMission.sqf";
@ -21,6 +22,7 @@ bandit_behaviour = compileFinal preprocessFileLineNumbers "\x\addons\dms\script
vehicle_monitor = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\vehicle_monitor.sqf";
find_position = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\find_position.sqf";
load_ammo = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\load_ammo.sqf";
*/
//Completed
DMS_MissionStatusCheck = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\MissionStatusCheck.sqf";
@ -31,5 +33,5 @@ DMS_CleanUp = compileFinal preprocessFileLineNumbers "\x\addons\dms\sc
DMS_isPlayerNearbyARRAY = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\IsPlayerNearbyARRAY.sqf";
DMS_FillCrate = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FillCrate.sqf";
DMS_isNearWater = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\IsNearWater.sqf";
DMS_RemoveMarkers = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\RemoveMarkers.sqf";//<--- TODO
DMS_RemoveMarkers = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\RemoveMarkers.sqf";
DMS_selectMagazine = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SelectMagazine.sqf";

View File

@ -1 +1,39 @@
/*TODO*/
private ["_markerDot","_markerCircle","_status"];
/*
To CALL on lose:
[[_markerDot,_markerCircle],"lose"] call DMS_RemoveMarkers;
To CALL on win:
[[_markerDot,_markerCircle],"win"] call DMS_RemoveMarkers;
to clean markers:
*/
_markerDot = _this select 0 select 0;
_markerCircle = _this select 0 select 1;
_status = _this select 1;
if (_status == "win") then
{
deleteMarker _markerCircle;
if (!DMS_MissionMarkerWinDot) exitWith {
deleteMarker _markerDot;
};
_markerDot setMarkerText ("COMPLETED: "+markerText _markerDot);
_markerDot setMarkerColor DMS_MissionMarkerWinDotColor;
[DMS_MissionMarkerWinDotTime, {deleteMarker _this;}, _markerDot, false] call ExileServer_system_thread_addTask;
}
else
{
deleteMarker _markerCircle;
if (!DMS_MissionMarkerLoseDot) exitWith {
deleteMarker _markerDot;
};
_markerDot setMarkerText ("FAILED: "+markerText _markerDot);
_markerDot setMarkerColor DMS_MissionMarkerLoseDotColor;
[DMS_MissionMarkerLoseDotTime, {deleteMarker _this;}, _markerDot, false] call ExileServer_system_thread_addTask;
};
};

View File

@ -0,0 +1 @@
/*TODO*/